Automaton associated AI review Magic Additions/Adjustments For each category, such as enfeebling magic / enhancement magic, recast intervals have been set to be independent. ※ Cure, regeneration, magic status affect curing is set to have a separate cooldown.

Cure Cure V and VI useage will depend on the degree of HP lost on the target.

Weapon Skill Adjustment Magic Mortar will do a set amount of damage Adjust fire automaton (???) Elimination of the distance correction ranged attack

Related PUP changes: We are addin a job ability to cure status ailments on the automaton (Lv30: 1 minute reuse) Repair oil will be consumed and will remove abnormal status effects on the automaton (Only status effects normally cureable with Erase) to recover. The above changes depend on the Tier of Oil being used and can remove up to four status anomalies. Additionally, we are adding Oil level +3 (Lv80 ~) .

Lots of attachment stuff I havent translated yet, but I have to go back to work.

i was finally enojoying XIV, after the changes that 1.19 brought to the table, and then they announce version 2.0 and its AWESOME, seriously, it looks like the game it should have been, and then they announce they are starting the billing process next month, and 2.0 won't come in about a year, and then i find about this delicious piece of amazing awesome news...

FFXI, baby, lets not fight ever again ok? lets do it for our daughter Pino, she's been all alone changing her own oil +3, but things will change if you take me back, i promise!

O.M.G.......... this update is going to be far better than I hoped. I wonder how they are going to trigger all of the enhancing magic though, that could get complicated, I guess with seperate cast timers they could tie it to maneuvers or something.

Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.

Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.

Attachments
Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows

Reactive Shield Added a bonus to the amount of spike damage dealt based on the frame’s skill level
Mana Booster Effect changed from shortening recast times to that of a fast cast effect
Drum Magazine Lessened the negative impact to accuracy
Replicator Increased the number of shadows based on the number of wind maneuvers used
Shock Absorber Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
Armor Plate
Armor Plate II Effect changed from increasing defense to decreasing the amount of physical damage taken
Analyzer Tripled the amount of damage that can be mitigated
Hammermill Shield Bash will be 100% accurate when Hammermill is equipped
Volt Gun Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
Heatsink The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
Damage Gauge Shortened the recast time for cure spells
Eraser Changed so that only light maneuvers are consumed to fix multiple status ailments

Automatons

Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks

Puppetmasters

A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
*Automaton oil+3 (Lv80+) will also be added.

These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!

OMG. that. just like the best update for pup;;. they buffed like crazy. it too good to be true;;. i think this just top every updated that came out for pup in the past. dude and they giving the pet haste Phalanx and Stoneskin on master O.O

Wow, separate cast timers Wow, they fixed Eraser to only remove light. It went from meh to fantastic. Wow, they buffed Mana Booster to fast cast. Wow, they gave Damage Gauge fast cast on cure spells. Analyzer was one of my common filler attachments, they just tripled it's effect. Wow again, smart use of Cure 4-5 (going to be more important with separate cast timers).

Honestly, this is just too good to be true. Not all of it will make it from the test server to live, and I really don't even care. If they just give us the separate cast timers, the buffing magic, the new oil-to-erase /ja, and fix eraser I will sing nothing but praises of Squenix.

And, I see a little nugget tossed in there: "Re-examine automaton logic"

SE has radially changed pup on two prior occasions. The new heads and the legendary "Pupdate". It's time to start hoping that they might have fixed the healing AI. They don't take massive jumps like this on pup often, only twice in the game's history. If they are going to do it ever, this is one of the best chances we're going to get, I would think.

I wonder if the white mage head will be able to cast phalanx or it will be Stormwaker only. It does have Bio and poison despite being a white mage. Hmmm Can only hope. Still, dumbfoundly shocked they are making such a drastic change in the direction we been asking for, for years.

____________________________

If cookies were milk and milk was cookies. Would Oreo's still be america's favorite brand of milk?

I hate to be that guy, but as impressive as these things are. Most of these adjustments should have existed from day one.

Also inb4 -na issue, casting silence on crabs, diremites, beetles, and drain and aspir at high % still all exist. Can't seem to fix those AI issues, but we can just throw more in there to make the PUPs go wild with joy.Overall, probably the biggest thing since they added the SW and SS heads.

____________________________

Nateypoo wrote:

What college did you go to? Clown or barber? Be sure to report your findings to the no child left behind committee.

Hey bel, you know what sucks about being that guy? The fact that the things you just said aren't getting fixed, well they are. By getting separate spell timers you will still drain and aspir as much as before, BUT in between those because of the separate timers you will get nukes. Or in the case of -na and cures, in between -na you'll get cures.

Not to mention they said they were looking into changing the aspir on crabs and beetles, but even if they didn't, this is leaps and bounds in the right direction. Put on a smile and take it.

I hate to be that guy, but as impressive as these things are. Most of these adjustments should have existed from day one.

Also inb4 -na issue, casting silence on crabs, diremites, beetles, and drain and aspir at high % still all exist. Can't seem to fix those AI issues, but we can just throw more in there to make the PUPs go wild with joy.Overall, probably the biggest thing since they added the SW and SS heads.

for drain and aspir, it would actually be preferred this time to be on a high % , the separate timer changes almost everything (tho a direct fix to AI logic wouldn't hurt ofc), Dark magic <> Elemental magic, what will happen if I'm not mistaken is the puppet will nuke first followed by another nuke or a dark magic, becuz the separate timer, the pet will choose a school of magic that off Cooldown, leading to some kind of rotation between schools depend on the MP usage and such, therefore the sooner the pet fill the gap using drain/aspir/etc between nukes the better.

even the -na issue will be lessened to some extinct with separate timers, mage pets will be very busy and responsive which what I hoped for , in a long time...I hate being a clowned BST.

edit: beaten :|

Edited, Oct 15th 2011 4:58pm by Bhujerba

____________________________

The time-traveling is just too dangerous. Better that I devote myself to study the other great mystery of the universe: women.

Hey bel, you know what sucks about being that guy? The fact that the things you just said aren't getting fixed, well they are. By getting separate spell timers you will still drain and aspir as much as before, BUT in between those because of the separate timers you will get nukes. Or in the case of -na and cures, in between -na you'll get cures.

Not to mention they said they were looking into changing the aspir on crabs and beetles, but even if they didn't, this is leaps and bounds in the right direction. Put on a smile and take it.

Edited, Oct 15th 2011 4:53pm by Camwin

Bhujerba wrote:

BelenosSwiftWater wrote:

I hate to be that guy, but as impressive as these things are. Most of these adjustments should have existed from day one.

Also inb4 -na issue, casting silence on crabs, diremites, beetles, and drain and aspir at high % still all exist. Can't seem to fix those AI issues, but we can just throw more in there to make the PUPs go wild with joy.Overall, probably the biggest thing since they added the SW and SS heads.

for drain and aspir, it would actually be preferred this time to be on a high % , the separate timer changes almost everything (tho a direct fix to AI logic wouldn't hurt ofc), Dark magic <> Elemental magic, what will happen if I'm not mistaken is the puppet will nuke first followed by another nuke or a dark magic, becuz the separate timer, the pet will choose a school of magic that off Cooldown, leading to some kind of rotation between schools depend on the MP usage and such, therefore the sooner the pet fill the gap using drain/aspir/etc between nukes the better.

even the -na issue will be lessened to some extinct with separate timers, mage pets will be very busy and responsive which what I hoped for , in a long time...I hate being a clowned BST.

edit: beaten :|

Edited, Oct 15th 2011 4:58pm by Bhujerba

this, mage automatons, will have a definitve use finally (for me), like real practical use (other than nuke-bot), can't beat having personal haste, dread spikes sounds awesome too, this days i prefer to go sharpshot for almost everything, even when the dmg needed is from afar (when you'll normally switch to spiritreaver), i just slap regain stuff and wait for it to get 100% get close and fire and retrieve the defence down is huge and i let it reap hate if needed or if not Deactivate Activate (abyssea onry strategy of course), now with this changes i will actually consider using other automatons /le gasp, even when solo i prefer lower tier stuff for GOV and go /dnc with sharpshot.

I'm wondering if the spell priority will stay the same though. Like, say you activate and deploy low HP, blinded, unbuffed. In what order will it start casting to meet your needs? As it stands it'd unblind you and then immediately cast cure, and then protect/shell or haste (whichever has priority over the other). There's going to be so much to test and relearn about how they behave. I can't wait.

I don't see what it won't be "chain casting" one spell after the other as the timers come up. It's still limited to one spell at a time and by its own MP pool. And more than likely we'll be able to control what it's casting with maneuvers, like putting a Wind on Soulsoother to force cast Haste. The only thing I'm worried about is how the puppet will handle casting haste, protect, and shell on a party of 6. That's a fairly big drain on MP and gives the puppet a lot of things to do that aren't watching HP. Maybe we'll get an MP oil, that'd be nice.

Also, people think we're going to get dread spikes? More likely that's something the puppet will only cast on itself. Which is fine. It'll make our Blm puppets much better at surviving hits when it draws hate. I can't tell you how often a little bit of lag made me deactivate a quarter second after the mob that Sancho just pulled hate on landed a hit.

Also, people think we're going to get dread spikes? More likely that's something the puppet will only cast on itself. Which is fine. It'll make our Blm puppets much better at surviving hits when it draws hate. I can't tell you how often a little bit of lag made me deactivate a quarter second after the mob that Sancho just pulled hate on landed a hit.

Dread Spikes is confirmed.

Quote:

The following spells will be added

Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV *Phalanx and Stoneskin will only be used on the master *Protect, Shell, and Haste will only be used on the master and party members

The thing I wonder though... Phalanx and stoneskin are only cast on the master, and not on the puppet? Since those are self-target spells (yes, accessionable, but still self-target) does that mean dread spikes may possibly be cast on both the master and the puppet? Or maybe it will remain self-target only. I'd imagine they'd have mentioned it if they were going to allow it, but who knows...

I know Dread Spikes is confirmed, I'm saying that I've been reading a lot of hopeful talk in forums and in chat that has people think the puppet is going to cast it on us. It's probably a puppet only spell.

We appreciate that so much feedback has been posted even though we have yet to make changes to the test server. I'm sure you can imagine these are major changes, so before implementation we have to perform a large number of QA tests.

We are working hard to get this ready for you as soon as possible, and hopefully you will able to try this out on the test server at the end of next week. Please continue to submit your feedback! One more thing-

Camate wrote:

The following spells will be added Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV *Phalanx and Stoneskin will only be used on the master *Protect, Shell, and Haste will only be used on the master and party members

It seems that there are some players who are worried about the line “*Protect, Shell, and Haste will only be used on the master and party members” so I will clarify this a little bit.

Currently Protect, Shell, and Haste can only be used on the master and on party members in conjunction with water maneuvers and the Soulsoother C-1000 head. Thus, there is no need to worry about the automaton using enhancing magic willy-nilly.

I do believe a post on official forums tells that the changes on test server will be done beginning of november, so we'll have to hold our breaths till then! *hops back to working on those annoying lottery NMs to hope to get Vere one day...*

The required capacity of the following attachments has been reduced from 2 to 1:

Reactive Shield / Scope / Schurzen / Volt Gun

Jinte approves.

The properties of the following attachments have been revised:Reactive Shield: Counterattack damage will receive a bonus in proportion to frame skill level.

I find this interesting. I'm a fan of Reactive Shield on VE when I don't need to use attuner (trials, farming, killing TW-DC ****), because VE's durable enough to throw it out for hate and reactive shield actually does fairly nice damage for lolblazespikes. That they're buffing it makes it an even nicer toy.

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO- if they also reduced over all spell casting frequency universally, nvm. FAAAAST CAAAASSST!!!!! THAT I'LL NEVER GET TO USE WITH SPIRITREAVER WHERE I ACTUALLY NEED IT!!!! /bittersweet

Drum Magazine: The penalty to accuracy will be eased slightly, and attack speed raised.

Any word on how much is "slightly"?

Replicator: Blink shadow quantity will be increased in proportion to number of active wind maneuvers.

At first: "That's already what it does..." but then: "Wait, MOAR SHADOWS?!" but now: "Wait, I never use replicator anyway"

Shock Absorber: Damage absorbed will receive a bonus based on frame skill and active ice maneuvers.

I think I've already expressed my love for this idea since they first suggested it.

Analyzer*: Damage reduction effect will be made approximately three times as potent. *The damage reduction rate and effect trigger conditions for the Analyzer attachment are scheduled to receive further revisions in the next test server update.

Very nice, very nice. Potentially droolworthy, but probably not.

Hammermill: Shield Bash will always hit while Hammermill is equipped.

Good ****. Nothing bugs me quite like when VE FINALLY shield bashes -before- a TP move, only for it to miss.

Volt Gun: Level dependency will be abolished, and a damage bonus will be granted based upon frame skill level and active thunder maneuvers.

I haven't used volt gun since like, level 30. There was a level dependency? lol

Heatsink: Overload rate reduction will now apply to all maneuvers rather than just fire maneuvers.

Good ****. Heatsink is the same overload reduction as buffoon's/AF gloves. To bad it only makes cooldown even more worthless... lol

Automaton-related Automaton behavior patterns have been refined. Magic spells have been added/adjusted as follows: Separate recast timers have been established for each category of magic, such as enhancing or enfeebling spells. *Cure-type spells, Regen-type spells, and status ailment removal spells will each have their own recast timer.

I WANT DETAILS NAO.

Automatons may now learn the following spells: Protect (I-V) / Shell (I-V) / Stoneskin / Haste / Phalanx / Erase / Absorb-Attri / Dispel / Dread Spikes / Addle / Regen IV*Phalanx and Stoneskin will only be cast upon the master. *Protect, Shell, and Haste will only be cast upon the master and party members.

I don't care how useless Stoneskin/Phalanx will be if they don't cap with skill/merits/gear. Haste and Regen IV are all I needed to see. Erase and Dispel are ******* beautiful too, and dread spikes is such a delicious touch...

Level IV elemental spells have been unlocked for the Stormmaker Y-700. Automatons will occasionally cast Cure V instead of Cure VI depending on the target's current HP.

And I came.

Weapon skill adjustments A minimum damage value has been established for Magic Mortar.

And I lol'd.

Sharpshot adjustments: Distance modifications for ranged attacks have been abolished.

And at this point I'm to busy crying tears of sweet joy to form an opinion about this because I haven't used sharpshot in a year.

SE knew I was getting ready to quit for good. This is basically all I needed to say ********** that ****. I'M PLAYIN' MOAR PUP, **************

First, I agree with most everything Jinte had to say, especially about Mana Booster. I loved the old Mana Booster for my cure bot's recast time, but fast cast is badly needed for my nuke bot. So I can see why they changed Damage Gauge, but I'm worried about not getting cured until in the orange .-.

I'm fairly certain that the Shock Absorber bit was a mistake and they intended to say "earth maneuvers". In this post they said "earth maneuvers". Would they really change it to a completely unrelated element? Anybody know if the players' comments changed the element?

In that same post, they referred to Reactive Shield damage as spike damage dealt rather than counterattack damage. Just a strange bit of wording on their part, I suppose. meh, I just don't like it is all.

First, I agree with most everything Jinte had to say, especially about Mana Booster. I loved the old Mana Booster for my cure bot's recast time, but fast cast is badly needed for my nuke bot. So I can see why they changed Damage Gauge, but I'm worried about not getting cured until in the orange .-.

I'm fairly certain that the Shock Absorber bit was a mistake and they intended to say "earth maneuvers". In this post they said "earth maneuvers". Would they really change it to a completely unrelated element? Anybody know if the players' comments changed the element?

In that same post, they referred to Reactive Shield damage as spike damage dealt rather than counterattack damage. Just a strange bit of wording on their part, I suppose. meh, I just don't like it is all.

Reading over the official forums now. It seems that the universal spell recast has been reduced to 4 seconds, thus making the old manabooster effect obsolete (it would be able to set it to 0 with 3 ice up if they hadn't changed it). Still, it'dbe nice if they'd lowered the elemental slot req on ice maker

Rumiko wrote:

I don't know if they figured to change damage gauge to shorter recast on cures because vivi-valve already changes the HP threshold to cure? Just a thought, but not sure I agree with it either.

Okay. Preliminary casting AI tests done. This is just me ******* around in Grauberg and taking notes on paper for two hours while I watched what Sancho did. Will do further testing later, but just sharing my groundwork so people can compare it.

Haste/Pro/Shell are indeed there for both Soulsoother and Stormwaker. However, only the Rdm head has access to Phalanx and Stoneskin.

Abs-Attribute (Spiritreaver only) is the same as Thf Aura-Steal. Sancho was casting it on pots to steal their blaze spikes and it gave the "Sancho is casting Magic (234)" message. Only activates with a Dark maneuver up.

Soulsoother still seems to prioritize -na spells, HOWEVER, the Damage Gauge seems to bypass this with a light maneuver up. This is good because at one point Sancho and I each had about three status debuffs on us (I waited a little to get a lot of them up and didn't use the new JA just so I could see what it'd do). When deployed he began spamming Erase. And when I mean spam it I mean he was casting it every 4 seconds and deleting moves while I was at 350hp curing myself with waltzes. Light Maneuver forced him to cure me.

I was unable to force it to cast Addle or Dread Spikes on any frame. This make me think that they're EM+ only moves like Regen, since the pots were all EP-DC at 95. Will need to test which frames get these moves. Since Stormwaker has exclusive spells now, I'm wondering if DS might be on Harlequin...

First impression: Soulsoother looks like it's going to get replaced as the best choice for solo work with puppet curing. The addition of Phalanx and Stoneskin (both were full powered and awesome as ****) are incredible, and the Tier 4 nukes being sprinkled in were nothing to scoff at. They were doing 900+ with no maneuvers on Wivres. My prediction is that Soulsoother is going to be primarily a party healer now with Stormwaker being our new solo curebot. The 4 second gap between spells isn't even noticeable compared to the old 15-25 second wait. I love this so much.

Things still to test: What the spell category priority is. -Na>Cure>Buff>Nuke>Debuff? How to get Dread Spikes and Addle to fire.

Magic Mortar was doing 355-400 dmg with a full hp level 95 pet... At least it doesn't feel like a complete waste.

I think magic mortar doing damage is complete win because i can now do light skillchains with my pet when it has full hp. Alot of the mobs i have been soloing recently i fight next to my whm pet for the extra dmg, but its annoying when it uses mortar for 0 because it cant start a chain. With guaranteed damage, and once i get Vsmite it will be nice to throw in a light skillchain whenever my pet has some tp, 8')

On the other hand though with the pet spamming spells so often im not sure how fast he will be able to build tp, any extra skillchain damage is good to have though.

I solo'd half the points I needed for stringing pummel while I was on floor 50 with 0 damage magic mortars opening light for dragon kick.... Fairly sure 0 damage WS can still SC. the SC only fails if the WS misses.

Magic Mortar was doing 355-400 dmg with a full hp level 95 pet... At least it doesn't feel like a complete waste.

I think magic mortar doing damage is complete win because i can now do light skillchains with my pet when it has full hp. Alot of the mobs i have been soloing recently i fight next to my whm pet for the extra dmg, but its annoying when it uses mortar for 0 because it cant start a chain. With guaranteed damage, and once i get Vsmite it will be nice to throw in a light skillchain whenever my pet has some tp, 8')

On the other hand though with the pet spamming spells so often im not sure how fast he will be able to build tp, any extra skillchain damage is good to have though.

Pretty sure you can close light after a 0 dmg magic mortar. For the record, your puppet can close light for 0 + 0 dmg woo!

Magic Mortar was doing 355-400 dmg with a full hp level 95 pet... At least it doesn't feel like a complete waste.

I think magic mortar doing damage is complete win because i can now do light skillchains with my pet when it has full hp. Alot of the mobs i have been soloing recently i fight next to my whm pet for the extra dmg, but its annoying when it uses mortar for 0 because it cant start a chain. With guaranteed damage, and once i get Vsmite it will be nice to throw in a light skillchain whenever my pet has some tp, 8')

On the other hand though with the pet spamming spells so often im not sure how fast he will be able to build tp, any extra skillchain damage is good to have though.

Bolded is false.

MM has been able to chain with 0 dmg for a LONG time. Can't say its been that way forever because i frankly can't remember if it chained when it was added way back when. Up until now a MM with a 100% HP pet was essentially having the auto put chainbound status on a mob imo.

But however you wanna classify it, an auto WS'ing with MM for 0 dmg WILL chain with compatible WSs for SCs. Work on your timing, you should have been able to do MM > Stringing Pummel = Gravitation easily.

Pre-post edit: Went and did a quick search and this was the first thing that popped up. Its from '08 btw and its not my vid so sorry about the music.

Yeah I tried a few maneuvers to change some priorities, but I didn't see anything affecting the order except for the cure thing I mentioned. That priority list was based on no maneuvers. Changing priority order is something I'll put more thought into, but there's really a lot of keep track of now with all the spells going off.

The recast on buffs seems to be around 10-15 seconds, which works out well when it's cycling through three spell types at a time. Something I noticed and didn't mention: if you have Rdm frame up, because Phalanx and Stoneskin are priority over protect and shell, it may take some time during a battle to get shell up.

For example, when I was playing with the Wivres Sancho put up Stoneskin first every time, then Phalanx, once both were up he cast protect. At which point the Wivre had finally broken stoneskin. The next buff cast was stoneskin, which was taken off by a TP move landing, he immediately cast stoneskin again. Then it cast Shell.

So the order seems to be Stoneskin>Phalanx>Protect>Shell>Haste specifically.

The casting time is fast enough to be effective. There's a 4 second global recast delay with each spell category having its own recast (on top of the individual spell recast that we already had, like how sometimes it'd cast Thunder V then Bliz V because Thunder wasn't ready to go again).

=Edit= Deleted those guesses I made about the individual recast times. I tried out some of the IT turtles in Kuftal as a /dnc. Was able to kill them pretty easily, but man, the Mana Booster and Damage Gauge must be pretty buff. The spell recast rate is STILL really good, but not ridiculously fast. Need serious testing on this.

The 4 second gap between spells isn't even noticeable compared to the old 15-25 second wait. I love this so much.

ofc it's not noticeable now but probably later when we finally get used to it, and then find it irritating and annoying delay... I was hoping for no delay at all or 1-2 secs max, we already have individual recasts why keep the universal one? (probably if they would remove it, they will lengthen the individual recasts to compensate I guess, but I can't tell how good/bad the current recasts setup is anyway, so I'll leave it at that)

I think the puppet should cast the buffs that has long duration like protect and shell before the other short ones otherwise it might get stuck casting the short ones.

keep the testing coming ppl!!

____________________________

The time-traveling is just too dangerous. Better that I devote myself to study the other great mystery of the universe: women.

I don't think the recast will be all that annoying in the future. It's not too different from the animation lock that prevents you from casting spells too quickly back to back. Or a semi-competent mage scrolling through spell list manually.

Also. I decided to test Tactical processor to see if maybe the 4 second delay was related to those puppet status checkups they told us about. No dice.

Managed to get Sancho to cast Addle finally. On a beetle in the Garliage basement. It's apparently the lowest priority debuff, it only would cast it once Blind, Bio, Para, and Silence were on. The next time it tried to cast it under those conditions, I interrupted cast with Deactivate, reactivated and deployed with no maneuvers. It immediately started casting Addle again.

DREAD SPIKES DOESN'T EXIST

I've tried mixing and matching heads, attachments, tried deploying at low HP with full MP on all three caster frames. Put Valoredge on Stormwaker body, Stormhead on Valor body. Nuffin.